diff options
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_math.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_math.glsl | 138 |
1 files changed, 114 insertions, 24 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl index 4fac770e8fe..de3be98b715 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl @@ -1,24 +1,24 @@ -void math_add(float a, float b, out float result) +void math_add(float a, float b, float c, out float result) { result = a + b; } -void math_subtract(float a, float b, out float result) +void math_subtract(float a, float b, float c, out float result) { result = a - b; } -void math_multiply(float a, float b, out float result) +void math_multiply(float a, float b, float c, out float result) { result = a * b; } -void math_divide(float a, float b, out float result) +void math_divide(float a, float b, float c, out float result) { result = safe_divide(a, b); } -void math_power(float a, float b, out float result) +void math_power(float a, float b, float c, out float result) { if (a >= 0.0) { result = compatible_pow(a, b); @@ -34,97 +34,187 @@ void math_power(float a, float b, out float result) } } -void math_logarithm(float a, float b, out float result) +void math_logarithm(float a, float b, float c, out float result) { result = (a > 0.0 && b > 0.0) ? log2(a) / log2(b) : 0.0; } -void math_sqrt(float a, float b, out float result) +void math_sqrt(float a, float b, float c, out float result) { result = (a > 0.0) ? sqrt(a) : 0.0; } -void math_absolute(float a, float b, out float result) +void math_inversesqrt(float a, float b, float c, out float result) +{ + result = inversesqrt(a); +} + +void math_absolute(float a, float b, float c, out float result) { result = abs(a); } -void math_minimum(float a, float b, out float result) +void math_radians(float a, float b, float c, out float result) +{ + result = radians(a); +} + +void math_degrees(float a, float b, float c, out float result) +{ + result = degrees(a); +} + +void math_minimum(float a, float b, float c, out float result) { result = min(a, b); } -void math_maximum(float a, float b, out float result) +void math_maximum(float a, float b, float c, out float result) { result = max(a, b); } -void math_less_than(float a, float b, out float result) +void math_less_than(float a, float b, float c, out float result) { result = (a < b) ? 1.0 : 0.0; } -void math_greater_than(float a, float b, out float result) +void math_greater_than(float a, float b, float c, out float result) { result = (a > b) ? 1.0 : 0.0; } -void math_round(float a, float b, out float result) +void math_round(float a, float b, float c, out float result) { result = floor(a + 0.5); } -void math_floor(float a, float b, out float result) +void math_floor(float a, float b, float c, out float result) { result = floor(a); } -void math_ceil(float a, float b, out float result) +void math_ceil(float a, float b, float c, out float result) { result = ceil(a); } -void math_fraction(float a, float b, out float result) +void math_fraction(float a, float b, float c, out float result) { result = a - floor(a); } -void math_modulo(float a, float b, out float result) +void math_modulo(float a, float b, float c, out float result) { result = c_mod(a, b); } -void math_sine(float a, float b, out float result) +void math_trunc(float a, float b, float c, out float result) +{ + result = trunc(a); +} + +void math_snap(float a, float b, float c, out float result) +{ + result = floor(safe_divide(a, b)) * b; +} + +void math_pingpong(float a, float b, float c, out float result) +{ + result = (b != 0.0) ? abs(fract((a - b) / (b * 2.0)) * b * 2.0 - b) : 0.0; +} + +/* Adapted from godotengine math_funcs.h. */ +void math_wrap(float a, float b, float c, out float result) +{ + float range = b - c; + result = (range != 0.0) ? a - (range * floor((a - c) / range)) : c; +} + +void math_sine(float a, float b, float c, out float result) { result = sin(a); } -void math_cosine(float a, float b, out float result) +void math_cosine(float a, float b, float c, out float result) { result = cos(a); } -void math_tangent(float a, float b, out float result) +void math_tangent(float a, float b, float c, out float result) { result = tan(a); } -void math_arcsine(float a, float b, out float result) +void math_sinh(float a, float b, float c, out float result) +{ + result = sinh(a); +} + +void math_cosh(float a, float b, float c, out float result) +{ + result = cosh(a); +} + +void math_tanh(float a, float b, float c, out float result) +{ + result = tanh(a); +} + +void math_arcsine(float a, float b, float c, out float result) { result = (a <= 1.0 && a >= -1.0) ? asin(a) : 0.0; } -void math_arccosine(float a, float b, out float result) +void math_arccosine(float a, float b, float c, out float result) { result = (a <= 1.0 && a >= -1.0) ? acos(a) : 0.0; } -void math_arctangent(float a, float b, out float result) +void math_arctangent(float a, float b, float c, out float result) { result = atan(a); } -void math_arctan2(float a, float b, out float result) +void math_arctan2(float a, float b, float c, out float result) { result = atan(a, b); } + +void math_sign(float a, float b, float c, out float result) +{ + result = sign(a); +} + +void math_exponent(float a, float b, float c, out float result) +{ + result = exp(a); +} + +void math_compare(float a, float b, float c, out float result) +{ + result = (abs(a - b) <= max(c, 1e-5)) ? 1.0 : 0.0; +} + +void math_multiply_add(float a, float b, float c, out float result) +{ + result = a * b + c; +} + +/* See: https://www.iquilezles.org/www/articles/smin/smin.htm. */ +void math_smoothmin(float a, float b, float c, out float result) +{ + if (c != 0.0) { + float h = max(c - abs(a - b), 0.0) / c; + result = min(a, b) - h * h * h * c * (1.0 / 6.0); + } + else { + result = min(a, b); + } +} + +void math_smoothmax(float a, float b, float c, out float result) +{ + math_smoothmin(-a, -b, c, result); + result = -result; +} |